Thanks Asian, lets address that above!
scarykitties Wrote:In general, I really love this version of Mario is Missing. The focus on quality and frequent updates makes it the best version, I think.
Thanks, let's go!
scarykitties Wrote:Precision Platforming I'm aware that the author wants there to be a challenge in the game, hence why one's lives actually go down in this version. With that said, the platforming here is awful. I'm not sure if it's a problem with the core engine or what, but Peach is about as agile and responsive as a pregnant elephant.
You can revert back to SMB2 physics in the OPTIONS MENU. If it's REALLY a need of the player to use SMB2 as defaut, I can change default physics back to SMB2 mode. You know, there are people who love this acceleration thing (SMB3 physics). As there are many people who prefer agile controls, I will reverse that option. If they prefer the acceleration, but with better mechanics, just tell me what to do. Maybe accelerate/deaccelerate faster?
scarykitties Wrote:Time LimitsI noticed that, unlike a few versions ago, the time counts up now, though I'm not sure what happens if the limit is hit. Hopefully it doesn't involve any loss of life, because that would be silly. Why would you discourage someone who's playing around or trying to get off from taking all the time necessary to do so?
No, no loss in life. Actually, it will cast a punishment (with erotic actions like sex) when it reaches 400 (YET TO BE DONE). I preferred to let it counting upwards, so the player wont be desesperate when timer reaches the last 10 seconds. This new way gives the player more freedom to explore. Timer can go on forever. 200, 500, 800... However, if it gets 999, it will stay like this. And Peach will not gain any bonuses and points in the end of level (PLANNED). And she may receive some punishment (again: erotic ones)
scarykitties Wrote:Oh my god, I hate this level (level 2). In fact, I've only managed to get past it a few times. There is (for me) a game-breaking bug. When you talk to the couple who mentions the need for a key, then agree and go get the key, then return, when I hit spacebar to end their conversation, Peach gets stuck in a half-jumping motion that I can't stop. Delete won't work to kill her so she gets out of it and she'll only move back and forth but won't jump, enter doors, go down holes, etc. This becomes very frustrating when you've played through the first mission 2-3 times and you're anxious to move on to something sexy but you're being hung up on a game-breaking bug.
I'm sorry about that. Well, nobody else told me about this bug, so I keep on coding the game as everything is normal. You people that makes a better game. Not just me. So its a bug and I will trace it.
scarykitties Wrote:- The aforementioned couple who require the key... What is the logic behind the decision to require the player to back-track to find a single goomba to get a key to return to the end? I typically clear the level on my first run, so it's just time-consuming and frustrating if I miss a platform and fall to my death. Forcing the player to back-track is a waste of time. Also, the aforementioned bug would be rendered moot if I didn't have to run a stupid fetch-quest while I'm trying to get my rocks off.
Hmmmm perhaps I can put this goomba nearer to the end...maybe in the monty hole. I will think about that.
scarykitties Wrote:- I'm not sure if you're aware, but at the chasm where the flying fish are (they seem to not kill you anymore, for which I am very glad or else I'd be complaining about them as well), there is a peach dress positioned right at the jumping point before the chasm. I have had instances where I had a raccoon suit and was running, getting ready to fly, then jump and flew right into that suit, losing my raccoon suit, because it's positioned at exactly the right jump-point to fly over that chasm. I'm not sure if that's intentional or not, but it seems like a dick move to me.
I will move this clothing piece. Also, I will check the flying fish mechanics.
scarykitties Wrote: Those purple mushrooms are god-awful. I'm glad that they don't seem to kill you anymore, but I hate that they follow you. I know that they harken back to the Lost Levels, but think about it-what are they meant to add from a gameplay perspective? Are you trying to encourage people to avoid breaking blocks? Because if you are, then why have so many bonuses, goodies, etc. in the blocks? If you DO want people to break blocks, then why punish someone who doesn't know where the purple mushrooms are? This would be less of an issue if the mushrooms didn't FOLLOW the player. I've had cases where I've run across half the damn level to escape a mushroom, only to be told a I need a key and then get caught by it on my way back. What's the point?
Heheheheheh (ok not funny!) Sorry. Well, again, I haven't find complaints in that area (yet), but we must brainstorm this. Maybe diminishing its speed? The following move is actually a way to give more challenge, and let her naked (she WONT die anyway). Poison speed is, actually, 1/2 of Peach running speed.
scarykitties Wrote:This Game Needs Saves Oh, Christ, this game NEEDS SAVES! Not only is it way too long to sit down for a casual play-and-wank, the aforementioned weak game design choices make it unfairly difficult in places, plus it's buggy as no-one's business. There needs to be a save option, at least when levels are completed.
Thats why I'm making it right now (but I'm on a rush hour). This may last some days, but I'll try to load the levels, at least.
Thanks for your report! Your reports are important, the same with everyone who tells the drawbacks. So I can improve.